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Challenging Games
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If you've ever wanted to play as a dragon and roast knights, archers, and mages in a fantasy setting, give my game a try:
https://challenging-games.itch.io/roast-em-all
There are destructible towers, and at the end of a 15-minute run, you'll even face growing golems. I'm trying to figure out how appealing the core gameplay actually is, and whether it's worth polishing it into a full Steam release—or if, as it sometimes happens, I'm the only one who enjoys it! :) Enjoy the game!
I'm putting the finishing touches on an indie game that sits right at the intersection of my two favorite genres. The first is an absolute classic: Heroes of Might and Magic-style strategy. The second is a relatively "younger" genre: autobattlers.
The game already has a Steam page where a demo will be dropping soon, but you can already play it right here on itch: https://challenging-games.itch.io/doomstacker
While "HoMM + Autobattler" pretty much sums up the core idea, I really want to highlight the game's turn-based nature. It was important to me that players can use combat logs to study every single turn. Personally, I'm not a big fan of attacks tied to real-time timers, as they can be chaotic and harder to read.
In the full Steam release, I hope to add asynchronous PvP (fighting against other players' builds offline). For now, you can dive into the single-player mode which features highly flexible difficulty settings. (Full disclosure: I haven't actually beaten it on the maximum difficulty yet myself—let me know if you manage to pull it off! 😊)
Hello everyone!
We wanted to create an auto battler without deck-building, where you can focus on controlling a single hero. At the same time, we wanted to maintain a classic fantasy setting. So, after several months of work, we are excited to present our game - AutoHeroes.
You play on randomly generated maps against three opponents, with a flexible system for adjusting difficulty and teams. We’ve thought through a system of priorities and skills so that you can focus on the strategic development of your character without getting lost in the details.
Although we haven’t fully completed the skill wheel, inventory, and scouting yet, you can already get a good sense of what the game is like and enjoy it. The extent to which the game will develop its multiplayer aspect is still uncertain and highly depends on interest in the demo version.
Hi! I am a fan of turn-based strategy games - maybe, the HoMM series was always my favorite. I also have always loved the rogue-lite genre. (Talking of that, I am a bit tired of managing cards).
So I decided to create a strategy game in HoMM/"King's Bounty" style, but simpler (for both me and players) and with a procedural generation that I love so much. It was supposed to be just fun on easy difficulties (like making your numbers BIGGER!) but challenging at more significant difficulties.
So, a few months later, I can invite you to check it out: Need More Troops.
I appreciate your attention. Feedback will also be appreciated :)




